Iggwilv

Ceilidh Blackwood's page

No posts. Alias of mittean.


About Ceilidh Blackwood

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==ASHES OF KHYBER==
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Ceilidh Blackwood of House Cannith
26 year-old female Cyran (displaced) Human from Metrol, Cyre
Sorcerer Cross-blooded/ Wild-blooded Arcane/ Sage bloodline of Siberys 1
NG Medium humanoid (human Cyran)

xp 0/3,000 Tier: 1
Destiny Points 1 Hero Points 5
Initiative -2 (+0 Dex, -2 Cautious); Senses Perception -2
Favored class Wizard

"I am the change I want in the world."

Goal (what) I want to understand why I am magical.
Motivation (why) I need to right the wrongs for the harm I've caused.
Seed (originating thought) I harmed innocents.
Embodiment The Dragonmarked asset/The revolutionary

Ceilidh's Tattoo on her back, Ceilidh's portrait, Ceilidh's outfit

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.

I have a crossblooded bloodline that combines the powers of two distinct heritages, and a wildblooded sorcerer with a mutated version of a more common bloodline. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. I was raised in the arcane schooling college, more like a wizard, while also in the cloistered life of a scion of House Cannith, receiving the wisdom of my elders to guide me.

My family has always been skilled in the eldritch art of magic. While many of my relatives were accomplished wizards, my powers developed without the need for study and practice. Scholars of the arcane are always creating new means to use magic, while House Cannith has members that are well known for their innovation and advancements in technology.

I possess a deep bond to Siberys, the Dragon Above, which shapes my sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. My bond to the Dragon Above enhances my ability to channel magic.

==DEFENSE==
Defense +0 (+0 Dex) AC +0 Tch +0 FF +0 (+0 Dex)
DR none
MaxDex - ACP - ASF 0%
HP 16/16 (10+6) EHP: 16/16 WP: 20/20
Clobbered/Massive damage: 10/20
0 staggered; -1 to -20, unconscious
FRW 11/11/13; -1 to all fear-related saving throws.

==OFFENSE==
Spd 30 ft. x4 (6 squares) (8 counts)
Melee
- Dagger +0 (1d4-1, 19/x2) Init count 38+2+1d4
Ranged
- Dagger +2 (1d4-1, 19/x2) 10 ft. Init count 38+2+1d4

-Special Attacks-

Sorcerer (cross-blooded & wild-blooded) spells known CL 1st; Concentration +5
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
• 7/day—arcane bolt (1d4 force)
Sorcerer cantrips 5/day DC 14
Detect magic (જાદુ શોધો) Concentration, up to 1 minute
Light (Ilûm "আলো")
Message
Sorcerer 1st level spells 3+2 (5)/day DC 15
Magic missile (জাদু ক্ষেপণাস্ত্র)
Bloodlines Arcane, Sage
Space 5 ft. Reach 5 ft.

==STATISTICS & ABILITIES==
Str 8 (-1) Dex 10 (+0) Con 10 (+0) Int 18 (+4) Wis 14 (+2) Cha 12 (+1)
Bab +0 CMB +1 CMD +3

Feats
Agile Maneuvers - You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Dragonmarked Sorcerer - You possess greater magical versatility than most of those who share your dragonmark.
Eschew Materials - You can cast many spells without needing to utilize minor material components.
Simple weapons - You are trained in the use of basic weapons.
Spell-casting prodigy (INT) - You have an exceptional gift for magic.

Traits
Magical Knack (Sorcery & wizardry) - Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Kin Bonds Twin - Choose a willing single sibling with whom to share this bond. 1/day when you fail a saving throw while your sibling is within 30 ft., you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of multiple births, you gain a +2 trait bonus on the re-rolled saving throw. If you fail the saving throw, you and your sibling are dazed for 1 round.
Hidden Reserve (Su) - Cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If the spell is of the highest level that the sorcerer could normally cast, he is instead exhausted. This ability can not be used while fatigued or exhausted. It may be used a number of times per day equal to the sorcerer's Intelligence bonus (6 per day).

Flaws
Haunted - You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Cautious - You are uneasy engaging in behavior that carries a chance of failure.

Drawbacks
Cowardly - You might face dangerous situations with bravado, but you are constantly afraid.
Spooked - You had a traumatic experience with a spirit at a young age that colors your reactions to such creatures even to this day.

Skills
Appraise +8
Bluff +5
• Craft (Armor) +8
• Diplomacy +5
• Disguise +1
• Heal +2
• Intimidate +5
• Knowledge (arcana) +10
• Knowledge (the planes) +8
• Linguistics +4
• Perception -2
• Sense Motive +2
• Spellcraft +10
• Stealth -4
• Survival +2

Special Qualities
• Agile Maneuvers - You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
• Blood of Siberys - You add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spells you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any other benefits that are dependent on Charisma.
• Bloodline Arcana: Arcane (Ex) - When a metamagic feat increases a spell level, the spell gains +1 DC.
• Cautious (Flaw)- You must spend twice as long performing any skill that requires an action. For example, deciphering a page of text would take 2 minutes for you instead of 1, while the Concentration skill is not affected by this flaw as it does not require an action. You also suffer a -2 penalty on initiative checks. Dragon Magazine #328
• Cowardly (Drawback) - Your base speed when frightened and fleeing, and the penalties you take for having the cowering, frightened, panicked or shaken conditions increases by 1. increases by 5 feet. If you are normally immune to fear, you do not take these penalties but instead lose your immunity to fear. Anti-heroes' handbook.
• Dragonmarked Sorcerer - Add all sorcerer spells from your dragonmarked house's least, lesser, and greater dragonmarks to your list of known spells, even if you are too low of a level to cast them yet (you cannot cast these spells until you are of the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.
• Eschew Materials - You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
• Favored Class: Wizard
• Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
• Haunted (Flaw) - Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Perception and Stealth skill checks. Dragon Magazine #327
• Sage - Unlike most sorcerers, whose innate magic is powered by the force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
• Spooked (Drawback) - Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature’s Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus. Quests & Campaigns.
• Heart of the Fields - Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day, they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skill.

Languages
• Common
• Cyran
• Elven
• Gnome
• Goblin

Age 26 Height 5 ft. 6 in. Weight 118 lbs.
Hair Deep brown Eyes Light blue
Birthplace Little Mingin, Cyre

House renegade. You will not be controlled or used by Cannith. Rebellious. Used to luxury. Educated in vocabulary and strong grammar. Cares about Cyre which is why she walked away from Cannith.

==GEAR==
Combat gear
Dagger (x1) (1 lb., carried),
Gear worn
• Clothes (5 lbs.),

Encumbrance 6 lbs. encumbrance
Carrying capacity 33/66/100 100/200/500

Dragons (PP) 0
Sovereigns (GP) 10
Shillings (SP) 0
Coppers (CP) 0

Description:
Ceilidh's blue eyes are light and mysterious and stark against her bronze skin. Her dark brown hair graces her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sigil tattoos, forming the image of an upside-down barren tree.

Personality:
Ceilidh is very against inequality. She has been homeless and an outcast (often by choice) for good portions of her life, so she feels for the underdog, the marginalized. She fears people blame and suspect her for attacks against people and places, because of her magic, and even for just unfortunate events happening. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves and comes across as passively racist.

She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.

Background:
Ceilidh is a hard woman to love. She's brilliant and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.

She distrusts magic, feels it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.

She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower, to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.

She was born in the southeast of Cyre, in the small village of Little Mingin, an upscale village on the edge of Lake Cyre, made up mostly of House members. Her family sent her away to school in Metrol because "weird things always happened around her", the final straw being when she gave a House manager from Thrane's daughter a purple beard.

At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside-down tree, made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.

At the age of 21, she awoke in an inn she was staying at in a city on the shores of Kraken Bay while working as a freelance researcher for Venture-Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back. It was also the Day of Mourning.

She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.

Over the next year, driven by fear of hurting anyone, she made her way to Sharn, where the amount of alcohol they served seemed to match her thirst well.

She is a human, and rumor had it her grandmother was a Tiefling, being from Metrol, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she sees it in practice.

She is not a hero and has done nothing she considers special.

Goals:
Ceilidh wants to figure out why her tree tattoo began to develop...and what it means.

Aside from that, she is really wanting to learn how to cook rice the way they did back home. It was like little pillows of air. That, and the perfect scotch. She hears rumors that there is a scotch from the Demon Wastes that has stopped the battle there, simply so demons and Paladins could share it.

Build in future:

Level 1 Cross-Wild-blooded Arcane Sage Bloodline of Siberys Sorcerer 1/
Level 2 Chronomancer Bonded Galifaran specialist Conjurer Wizard 1
Level 3 Wizard 2
Level 4 Wizard 3
Level 5 Wizard 4
Level 6 Ultimate mage 1
Level 7 Ultimate mage 2
Level 8 Ultimate mage 3
Level 9 Ultimate mage 4
Level 10 Ultimate mage 5
Level 11 Ultimate mage 6
Level 12 Ultimate mage 7
Level 13 Ultimate mage 8
Level 13 Ultimate mage 9
Level 14 Ultimate mage 10
Level 15 Wizard king 1
Level 16 Wizard king 2
Level 17 Wizard king 3
Level 18 Wizard king 4
Level 19 Wizard king 5
Level 20 Dragon king 1

[ooc]Magical Knack (Sorcery & wizardry) - Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Kin Bonds Twin - Choose a willing single sibling with whom to share this bond. 1/day when you fail a saving throw while your sibling is within 30 ft., you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of multiple births, you gain a +2 trait bonus on the re-rolled saving throw. If you fail the saving throw, you and your sibling are dazed for 1 round.
Hidden Reserve (Su) - Cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If the spell is of the highest level that the sorcerer could normally cast, he is instead exhausted. This ability can not be used while fatigued or exhausted. It may be used a number of times per day equal to the sorcerer's Intelligence bonus (6 per day).

Improved counter-spell (PFCR 126-127)
• Cerebremetamagic Dr349

• Dragonmarked sorcerer Dr351
Ultimate magus
• Alacritous cogitation
• Retributive spell
• Reserve feats
• level 4 wizard
Maximize spell
• Prepare second-level spells.
Skill points + 1/2 other class base
Grant +1 for 1d6, +2 for 1d8, +3 for 1d10, and +4 for 1d12 hp
+1 to 2 attributes at 4, 8, 16, 20, and +1 to all attributes at 12
Any skill shared by both classes gets a +1 bonus (untyped)
Grant +1 (untyped) bonus save if both classes have good saves
At 3,000 xp add wizard level.
3,000 for each flaw, drawback, feat, and trait

Khorvaire

Man vs. technology